XCOM 2
[WOTC] Skillful Skirmishing
79 opmerkingen
Phoenix 24 dec 2023 om 7:39 
If you use Overlord and Interrupt at any point together it makes it so your Skirmisher can't do any more actions at all for the rest of the mission. I'm not sure why'd you ever do this but if you do it by accident it can end your run.
https://youtu.be/74-EdCZdw9Q
Moisesjns 7 apr 2022 om 23:24 
awesome thank you. i felt those perks were useless and never even picked em.
ZJwh5S 20 mei 2021 om 15:10 
Good complement to Not Enough Skirmishing mod.
Dęąth Viper 9 jan 2021 om 18:30 
Good shit. Needed some skirmisher buffs with the mods im using
请问女厕在哪里 20 okt 2020 om 16:18 
作者制作的mod都很不错 爱了爱了
AnarchoPup 10 jul 2020 om 13:16 
I love this mod as well as many of Udaya's other tweaks to the hero classes. I would also recommend combining this with RealityMachina's "Skirmisher Rebalance" which gives cooldowns to some of the 1 time use skirmisher abilities, as well as making parkour (from the GTS) far more useful. These two mods, along with a small tweak that makes bull-pups use the rifle range table (literally called that) have turned Skirmishers into my favorite class.
chand3123k 8 jun 2020 om 18:23 
Lol, Udaya, I just realized, you made the other mod for the templar as well. Thank you for both mods!
Udaya  [auteur] 24 mei 2020 om 14:05 
@chand3123k Not Enough Skirmishing is a pretty awesome mod, there's no question about that. I'm glad you like this one too, but I get why people do overhauls of abilities sometimes. Stuff like Interrupt takes a lot of effort to make good when there are so many other better choices.
chand3123k 24 mei 2020 om 13:56 
The other one I recommend is "not enough skirmishing". Both these mods will be enough for you to take skirmishers from time to time.
chand3123k 24 mei 2020 om 13:53 
I just want to say, this is a great mod. This doesn't overhaul any of the skirmisher's ability to it being unrecognizeable. It makes them simply useable, and competitive with existing classes. Really great mod, as other mods tend to make existing classes "OP" when trying to rebalance. Or tends to overhaul altogether. Great especially for people who want to keep it as close to vanilla/WOTC original. Recommend always having this on your first play through.
I'm Mr Meeseeks, LOOK AT ME! 24 jan 2020 om 9:19 
Yeah this fixes and skirmisher rebalance fixes alot of things
initium 31 mrt 2019 om 5:40 
Looking at this mod and the Not Enough Skirmishing mod has made me realise that I don't use or know enough about Skirmishers. The video is so useful and informative. Thank you for that.
Controcetica 9 dec 2018 om 6:59 
Thanks a lot for this mod. I really appreciate that you made it with compatability in mind. I have been using it alongside Not Enough Skirmishing and I find that the two mods used together make Skirmishers a lot more fun to use! Thanks to you the Skirmisher is finally able to compete with the Templar and the Reaper for spots on my A Team!
Udaya  [auteur] 31 okt 2018 om 3:16 
@Hazard Oh it definitely doesn’t work on the Lost. Same goes for Battlelord.
Hazard 31 okt 2018 om 0:14 
Thanks for the update, and sorry for the delay. Full Throttle and Zero In now work correctly, and Interrupt is usable after moving twice. However, it didn't activate when the Lost moved. This could be a base game issue, but since I haven't had time to test it properly during an alien turn, I can't say for sure.
Udaya  [auteur] 28 okt 2018 om 18:19 
@boisegangpc Full Throttle doesn't override anything; the ability grants the soldier Implacable in addition to itself with this mod installed. As a result, only one Implacable exists no matter how many times the ability is given, leading to only one movement action on a kill.

Honestly, I prefer it this way. If you could get two movement actions from just one kill, the Skirmisher would be immensely more mobile than either a Templar or Ranger without risking as much tactical ground as either of those classes. Still, sorry about the oversight.
Boisegangpc 28 okt 2018 om 13:43 
I don't know exactly how it's done in the code, but I've found that Full Throttle overrides Implacable if you have both perks, giving you only 1 movement point on a kill. Could you modify the code for how Full Throttle gives a movement point so it can interact with Implacable and give 2 movement points? Either way, I'm not mad, since the +2 mobility's the primary bonus.
Lex 24 okt 2018 om 16:08 
What did you update?
Udaya  [auteur] 24 okt 2018 om 15:23 
@Lex @Hazard
Alright, I updated the mod. Try and see if things work now?
Lex 24 okt 2018 om 4:25 
Well, you're right. The problem seems to be something else. I tried it out and interrupt had a cooldown but taking a yellow step would end the turn for my skirmisher. So I restarted the game without any mods but yours and since then I only have 1 chage and zero in doesn't work at all.
Udaya  [auteur] 24 okt 2018 om 3:11 
@Lex I'm afraid that's impossible. This mod was made with the specific intention to work in addition to other Skirmisher mods, not conflict with them. While Skirmisher Rebalance and Not Enough Skirmishing change the base game's version of Interrupt, I made a new version of Interrupt that overrided the old one, making it so that other mods would still accomplish their goal: changing a version of Interrupt that doesn't exist anymore. The Interrupt you see and use in this mod is completely different from theirs.
Lex 23 okt 2018 om 22:49 
@Hazard Not enough Skirmishing also changes Interrupt so it's probably a conflict.
Hazard 23 okt 2018 om 20:17 
Yes, but since I started my current game with this mod on, and there shouldn't be anything that conflicts with it, I'm puzzled why it doesn't appear to be working. I haven't changed any of the default values in the configuration file.
Udaya  [auteur] 23 okt 2018 om 20:06 
@Hazard The updated description stays regardless of whether the ability change exists or not. That's because they're done in the localization, not the script, and won't automatically change based on configuration. Zero In should still work as well; there weren't any major changes to it.
Hazard 23 okt 2018 om 18:44 
Zero In isn't working at all. Is it possible the last patch broke something?
Hazard 23 okt 2018 om 18:35 
Weird. Interrupt is not usable when out of actions, yet it does have the updated description. Not Enough Skirmishing and Critical Skirmishing are the only mods I use that affect the Skirmisher's abilities, so I've no idea what the hell is going on.
Crazyduck 23 okt 2018 om 10:24 
Thank you for your responce.
Udaya  [auteur] 23 okt 2018 om 9:06 
@Cpt. Obvious Yes, all you have to do is set SKILLFUL_INTERRUPT to false in XComSkillfulSkirmishing.ini. This will set Interrupt back to ending the turn and having only one use (if you don’t have Skirmisher Rebalance or Not Enough Skirmishing installed).
Crazyduck 23 okt 2018 om 7:41 
Is it possible to make interrupt configurable like Pillar from Templar mod? What i mean is that you can pick if you need action point or not to be able to use it. Otherwise it keeps blocking the end turn simillar to evac skill, so you have to end it manually.
Hazard 19 okt 2018 om 7:50 
Yeah, I might switch to Not Enough Skirmishing. I didn't realize it was updated to be mostly identical with Skirmisher Rebalance, and it certainly works better with your mod.

Still, thank you.
Udaya  [auteur] 18 okt 2018 om 15:31 
@Hazard Done. But having one extra movement action point at all times (from a GTS upgrade) seems far less balanced to me than the Implacable-like ability I made with Full Throttle. I hope you consider NotSoLoneWolf's Not Enough Skirmishing, instead.
Hazard 18 okt 2018 om 14:14 
Hm, would you be interested in making it possible to switch off the extra move point from Full Throttle? I prefer RealityMachina's Skirmisher Rebalance, but in that Parkour already gives an extra movement action that is available every turn. Combine that with your change to Full Throttle and then finally Grapple, and it gets pretty crazy.

Unless the extra moves don't stack, in which case this is a moot point. Anyway, thanks for the mod.
Udaya  [auteur] 17 okt 2018 om 15:07 
@Circle of Psi I suppose it might be possible, but it's not necessarily something I would do. I'd like to keep Faction soldiers as units who are hard to get, but achieved in equivalent ways. This mod seems to do that decently enough: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126788564
Udaya  [auteur] 16 okt 2018 om 3:15 
@Alpha115 Admittedly, Total Combat isn't one of the Skirmisher's best abilities. But they do get it very early on, and various other custom classes also use it for the small bonus to utility. Some people even prefer it to taking fire for an extra action point.
Alpha115 15 okt 2018 om 23:10 
Any plans on improving total combat?
sziloger 13 okt 2018 om 11:35 
Thank you for your answer :) Much appreciate it :)
Udaya  [auteur] 13 okt 2018 om 11:33 
@sziloger My mods should be working fine with TLP. The expansion doesn't change the base game all too much, just adds on to it.
sziloger 13 okt 2018 om 11:18 
I use your class rebalance mods, including this one too, are they affected by the new DLC? All of them are still working? Sorry for being this lazy, I know I could have tested it, but have a helluwa lot of mods and half as much freetime :)
eldiabs 13 okt 2018 om 4:46 
Yeah, you're right. Terribly sorry. I'm usually really good at figuring out which mod causes an issue. In this case I made the mistake of having two skirmishers in my squad with the same load outs and one of them works while the other doesn't. So I disabled your mod, reloaded, and thought the working skirmisher was the bugged one. My bad.

This bug is annoying the hell out of me. Can't figure it out. Requires a complete reset of the soldier to a different class once it happens as it renders all skirmisher abilities useless on that soldier...since apparently a non existent ripjack is equipped.
Udaya  [auteur] 12 okt 2018 om 18:21 
@edilabs Sounds extremely far-fetched to me, considering this mod does nothing to Ripjacks and has no interaction to the strategic layer whatsoever.
eldiabs 12 okt 2018 om 18:11 
Seems like this mod breaks the ripjack equipping after a unit takes damage or does any type of training on the ship. Once they are back on duty, you can't select the ripjack, and all ripjacks in inventory will say the ripjack is already equipped on the soldier...when it isn't. ;]

Could be my insane mod load setup, but after disabling just this mod, I was able to re-equip a ripjack on my soldier with no issues.
Udaya  [auteur] 30 sep 2018 om 4:31 
@Alpha115 Yeah, I knew that would happen by giving Interrupt a free action point cost. The idea was that you'd use Interrupt as often as possible on your Skirmisher, similar to how Ever Vigilant works when you use all of your action points to move. However, not exactly like that since some occasions aren't at all preferable to use the ability. That's why I gave it player choice.
Alpha115 30 sep 2018 om 1:00 
So just a heads up With you being able to use interupt without an action point it causes my turns to not end unless I use interupt or I maunually have to end my turn. its a slight issue but I wanted to mention it. overall this is a good mod @udaya
AGenerikUsername 25 aug 2018 om 19:35 
@Udaya thanks man, I might just mess around with the editor and try not to break my computer, I dont really do well with people explaining stuff to me :P also, thanks for the mods, they made me actually want to use skirmishers despite how atrocious they look <3
Udaya  [auteur] 25 aug 2018 om 19:33 
@Your_Shadow15 Sure, that's possible. The full process might be a bit too arduous to explain in this comment thread, so you should consider joining the XCOM 2 Modding Discord channel and get help for creating your mods from there.
AGenerikUsername 25 aug 2018 om 19:00 
Im new to modding, and I was wondering if it was possible to copy the skirmishers abilities (the grapple, the zero in ect) and make a new class with them, cause I love the class, but I hate how they look, I just want a default soldier, is there a way I can make that happen?
Mr.Shafto 25 aug 2018 om 17:49 
thnx
Udaya  [auteur] 25 aug 2018 om 17:01 
You could either override the class or write a new effect that's functionally similar but uses a variable instead (and place that in X2AbilityTemplate ManualOverride).
Udaya  [auteur] 25 aug 2018 om 16:59 
@Mr.Shafto The way it works right now for X2Effect_ManualOverride is that if the cooldown > 0 turns, the ability decrements it using a -- operator instead of a variable. That brings it down by one, which combines well since it only requires one action point per use and has no cooldown.
Mr.Shafto 25 aug 2018 om 16:44 
I'd like to increase how much it'd lower the cooldown of the skills it's tied to.